Fallout 4

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EngineGaming - Andrelo1

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EngineGaming

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  1. EngineGaming
    EngineGaming
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    Reminder: If i got no time for this or anything else, it would happen the time to be coming back later.

    Quered to-do:
    - robot, creature rigs (RohZima's plan but not active)
    - power armor rig + human rig (But in extended version) - Broken/Misaligned after export...
    - chain IK for human arms (Ik, i made it for legs, the helper offsets was a struggle...)

    TL,DR... I let anyone contribute anything needed as long as i barely know the use... I got many on my plates, it's limited. Let me know by contacting me tho... Thanks.
  2. EngineGaming
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    Story Action Poses is released, ... except that i should have added it from 3.2 but Next gen will likely no longer be added and will be added here. Soon.
  3. AbraxisCleaner
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    It's possible to add animation annotations by hand. When you use FBXImporter to convert the FBX exported from blender into an HKT, that HKT file can be read like an XML. Compare an unpacked actual HKX from the base game against that HKT file and you can eventually figure out that you can create an annotation as a child array of the 'root' object in the HKT. 

    After adding your annotations you can them compile the HKT into an HKX using the Havok tools as usual,  load it into the game, and the annotations work (as far as I've tested) in 1st person animation. 

    I've tried this method with the 10mm pistol, replacing "WPNReload.hkx" with my own version (which is really just the vault dweller looking at his hand all weird because that's all I wanted to animate in a 15 minute period), and what you get is a perfectly fine, first person animation with sound effects and actual reloading logic. 

    This is where and how I did it in my first test (*AnimName*.hkt):
    <object id="#0111" type="hkxNode">
        <string name="name">Root</string> // <--- This is important.
        ...
        <array name="annotations" size="1">
            <object type="hkxNodeAnnotationData">
               <real name="time">1.1000100374221802</real> // <--- These values are ripped straight from the base WPNReload
               <string name="description">reloadComplete</string>
            </object>
        </array>
        ...
    </object>

    This works with as many annotations as the 'size' is set to, as far as I've tested. 

    Someone could now create a tool that takes in the time you want to place the annotation, and the description, and insert it into the file before conversion using the Havok Content Tools. Or we could follow the much more preferable option and package custom variables in blender into the FBX, have FBXImporter read those custom variables, and pack them into the HKT by default so we could just specify annotations within blender.
  4. AbraxisCleaner
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    When exporting an animation for 1st person use, I found that the camera was rotated 90 degrees to the left. I fixed this by rotating the camera I had in my blender scene by 90 degrees in the opposite direction when I was ready to export. This works because the camera is actually exported by the FBXexporter and converted to an "hkxCamera" in the "hkt" file. It's rotation is also exported. 

    In conclusion. Animate like normal with a camera zeroed out on all axes, then when you're ready to export rotate the camera 90 degrees along the Y axis and key it. From what I can tell, it only has to be keyed once. I will note that this may make 1st person camera animation significantly trickier as all my tests have had a static camera unless someone could write a script for blender that does some kind of key axis rotation magic or something.

    Edit: Proof. https://youtu.be/YQRUc0eYLzE
  5. maskedman48
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    For the very first time ever, I just successfully made an animation with blender!! And I only learned thru youtube tutorials and by trial and error. I'm still perfecting the animation, but one thing that kept tripping me up was getting the animation to play in game.


    Turns out I was baking the animation wrong. I was only baking either pose mode or object mode. Need to bake animation in BOTH POSE AND OBJECT modes. Far as I can tell it doesn't matter which order you  bake them in, just remember to bake both of them. 
  6. asop1290
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    Hello, I am getting an error message upon loading the hkt file into Havok. It just pops up to say "Unable to load scene file" and the filepath I chose, then exits. Has anyone else encountered this?

    I have made a simple animation, converted it to fbx, then converted that to two hkt files, then attempted to load either of them into havok, which only results in the same error. Thanks for any help

    edit: Oops I resolved this issue by using the exact version here: Havok Content Tools 2014 64Bit (2014.1.0 or 2014.1.1) and NOT the first easy version that you can find using google. This is specified in a small yet clearly visible font on the FBXImporter description
  7. JViole7
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    Would this framework make it possible to animate new player first person animations in blender?
    1. EngineGaming
      EngineGaming
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      Possible
    2. JViole7
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      I am trying to figure out if we can make weapon or been ingestible animations using this. 
  8. Rohnald
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    Is there any way to put annotation track for animation?
    1. PrecisionTacos
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      You can add them manually by turning an hkx into a xml. Then drag and drop the xml into a word doc or any code editor and edit the annotations and save them. You can use vanilla annotations for reference etc. Then convert the xml back into an hkx.
    2. EngineGaming
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      xml to hkx, not bad.
  9. quegie03
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    Does arms have full chain IK?
  10. hellgeist
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    Other than requirements (FBXImporter) you never say what to do with the contents of this mod's downloaded files.

    "- First of all, make sure you have everything installed based on requirements mentioned above."
  11. K1yu
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    This is great! The modding community can finally forgo using long-abandoned software to make animation mods. Is there anyone willing to give the rundown on how to make first person weapon animations? Importing weapon rigs, exporting etc. I'm experienced with Blender and animating, but I have no idea how to make mods for this game. I hope more people find this!
  12. WXTCHCVLT
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    Its a really good tool for doing pose, but without IK on arms its not possible to achieve something decent as idle animation or what ever
  13. mandable
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    @EngineGaming is this what you refer to as the stretching that happens as a result of not using the COM to move the hips and legs:
    https://ibb.co/fx4816f


    1. EngineGaming
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      Ye.
  14. Newtonext1234
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    Thank you for upload :}
    I could create hkx easily and exactly with those resource.
    fo4 hkx are including action and location value so, it was difficult to create however it's solved.
  15. operaghost
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    Just wanted to say thank you.   Blender is my go-to 3D tool and where I feel more at home.  I always looked with envy how crafty  Max users did mods like animations and  poses. While people are talented, always had some extra ideas (but never wanted to ask anyone to do something just for me) what if and what nots and here now doing small tests and I am happy like a child. With Nifly, this little tool, and few others - Blender finally has got some well deserved love and somehow it has reignited my curiosity on custom mods for 4 again!  Brings my personal game customisation to whole new level!

    Thank you for sharing!  <3